Closed pjcozzi closed 7 years ago
You can add VulKan ToolS to the list of exporters as well: Exporting from Blender to own VKTS scene format. From this proprietary format, the library can encode to glTF 2.0.
If you want you can add yocto_gltf to the C++ tools. Already support current 2.0 Draft, but I would not like to call it "released" till the spec is.
My students and I are also working on semantic, full-scene gltf diff/merge tool.
I'm just taking a couple of weeks break from open source work, so will fix up xeogl's glTF 2.0 support in a couple of weeks.
On Fri, Mar 17, 2017 at 6:45 PM, Fabio Pellacini notifications@github.com wrote:
My students and I are also working on semantic, full-scene gltf diff/merge tool.
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Finally, again in case you care, I have a working OBJ -> glTF and back conversion tool. Again, let us call it work in progress until the glTF 2.0 is finalized and materials are finalized (materials are the real issue here).
Thanks @xelatihy, I added yocto-gl.
My students and I are also working on semantic, full-scene gltf diff/merge tool.
Can't wait to see this!!!
@xeolabs hope you have a great break!
@McNopper I added VulKan ToolS above. Impressive progress by the way!
I'm workig on AssetKit (https://github.com/recp/assetkit), not started working on glTF but will asap. It is C (in the future C++ wrappers may be written). It will full support COLLADA, glTF specs and tools for converting them to another formats (runtime + commandline tools). There are also renderer for this lib called libgk (In progress)
/cc @pjcozzi
@recp great project! Added above.
Just made a quick script to generate a TypeScript interface from the current GLTF 2.0 JSON Schema. It may be of use to someone.
Thanks @robertlong, added above!
Added TGen by @mlimper above via https://github.com/KhronosGroup/glTF/issues/812#issuecomment-288210117
Added gltf-vscode by @emackey above.
Hi, we're working on a Rust loader for the 2.0 spec as part of the gltf crate.
Thanks @alteous, added above.
For gltf-vscode
, there is currently a branch named gltf2.0
where I have swapped out the JSON schema validation from 1.0 to draft 2.0. When time permits I hope to get a single extension able to auto-detect or at least user-select a schema, without making separate 1.0 and 2.0 extensions that are mutually exclusive.
Update May 2017: The gltf2.0
branch was merged to master
and published. See new comment below.
@emackey linked to your comment in the table above.
batchgltf by @feiss would be a good addition here.
thanks don! Although it is currently using "old" collada2gltf, I will update it as soon as a binary for 2.0 is ready
Thanks @donmccurdy @feiss, added above.
@pjcozzi The BabylonJS link is broken. The correct link is: https://github.com/sbtron/BabylonJS-glTFLoader
@pjcozzi The BabylonJS link is broken. The correct link is: https://github.com/sbtron/BabylonJS-glTFLoader
That's our repo for testing purposes. The BabylonJS loader source is now in BabylonJS master here: https://github.com/BabylonJS/Babylon.js/tree/master/loaders/src/glTF
You can get the compiled version here: https://github.com/BabylonJS/Babylon.js/tree/master/dist/preview%20release/loaders
Thanks @emackey @bghgary! Updated.
@pjcozzi I am creating a 2.0 branch of gltf-test repository . Compare WebGL-based glTF 2.0 loaders from various engines: https://github.com/cx20/gltf-test/tree/2.0
Very nice, thanks @cx20. Added above.
If anyone is looking for a fun glTF 2.0 project, it would be great to update/replace the glTF loader in https://github.com/WebGLSamples/WebGL2Samples with a new or existing glTF 2.0 loader.
CC @shrekshao @trungtle
I've started looking at updating the C# Loader.
Great news, thanks for sharing, @BeardedGnome!
We decided to use glTF 2.0 in our Vulkan rendering engine. So we created our own c++ loader
Thanks @Sumenia! I added your work to the list at the top of this issue.
@robertlong 's UnityGLTFLoader has been moved and expanded in scope. It's now just UnityGLTF and it does export now too. Still a work in progress, but the basics are down!
Update on gltf-vscode
. Last night a new version was published with full glTF 1.0 and 2.0 support, and multiple engine selection for the preview window contributed by @HowardWolosky.
To try it, install a copy of VSCode and launch the editor, click the "interlocking boxes" icon on the left side for the Extensions panel, and type gltf
in the search box there. Currently this extension is the only search result, so just click Install
on it and relaunch the editor. Then load any of the glTF files from the sample model repo, and hit ALT + G to pop up the preview window.
I have started to work on a C++14 glTF 2.0 loader. It is far from complete, but I intend to make it work with WebAssembly, so native applications and libraries can be easily ported to the web. In the end I hope to allow library users to inject their own data structures (as long as they satisfy a C++ concept), so copies can be minimized.
Very nice, sounds great @mmha, thanks for sharing! I added gltfpp to the list above. Keep us posted on your progress!
@pjcozzi A plugin of my project now supports glTF2.0. Yesterday I merged to replace old implementation of glTF1.0 loader. https://github.com/GrimoireGL/grimoirejs-gltf Some features are not implemented yet(Morphs, sparse accessors ...etc) Could you include our issue working for glTF 2.0 loader (https://github.com/GrimoireGL/grimoirejs-gltf/issues/13) on the list of projects working on glTF2.0 loader?
Sure thing, added above @kyasbal-1994!
If you are working on a new glTF 2.0 project or have an update to your glTF 2.0, please let us know.
We plan to incorporate all these projects into the main list in this repo's README.md and then close this issue and #1030.
I've started working on a viewer in Rust: bwasty/gltf-viewer. It's still very early and I'm currently waiting for alteous/gltf (loader) to stabilise a little. And I just noticed the link to the latter one is outdated above - should point to the root of the repository.
Cool, thanks for sharing @bwasty! Updated the table above, and this will be folded into the main README.md soon.
I have written a glTF 2.0 loader in Ada 2012 as part of my OpenGL 4.5 rendering engine. It doesn't support morph, sparse, camera's, and textures yet (Blender exporter doesn't seem to export any textures), so you can consider its status to be "In progress".
@onox nice work! Btw the Blender exporter can export textures, but requires either (a) using the glTF Cycles nodes provided with the exporter, or (b) enabling the experimental KHR_materials_cmnBlinnPhong
extension. More info here: https://github.com/KhronosGroup/glTF-Blender-Exporter/blob/master/docs/user.md
Ah, I'll go for the glTF Cycles nodes then 😄
Very cool @onox! Added to the above list.
Hi all,
I have opened #1039 merging these projects into the main README. When that is merged, this issue will be closed, so please leave comments on that PR for any corrections or updates.
Check out the latest list: https://github.com/KhronosGroup/glTF#gltf-tools
Please leave a comment on what you are working on so the community can best focus our efforts on rolling out glTF 2.0!
Contributions to all projects are welcome and much appreciated. Please coordinate with the devs listed below, and we'll keep this issue updated.
Tools
Blender
Unity
Unreal
JavaScript engines
C/C++, C#, and Vulkan Loaders
Rust
Ada 2012
Samples, docs, and other goodness
TODO
Also, see